90 fps in VR on a mid-range laptop
The client wasn't going to buy high-end PCs. The simulator had to run on what they already had.
See the project: VR forklift- My role
- Technical Lead
- Location
- Mexico
- Duration
- 3 months
01 The starting point
Institutions that train forklift operators use mid-range laptops. In VR, dropping below 90 fps causes motion sickness and the training stops working.
02 Scope
In scope
- Frame budget measured on the client's hardware
- Rendering, physics, and content optimization
- PC version at 100 fps
Out of scope
- New hardware for the client
- Cinematic visual quality
03 Process
- Measurement
Profiling with Unreal Insights on the client's laptop
- Content
Levels of detail and fewer draw calls
- Rendering
Lighting and shadows tuned for VR
- Validation
Full sessions without frame drops
04 On site
Illustration Testing with operators
Illustration Client laptop
Illustration Unreal Insights capture
05 Results
90
fps in VR
100
fps on PC
11.1
ms frame budget
06 What I learned
Measuring on the client's hardware from the first week avoids surprises at the end. The development PC lies.